"Feedback on Quests. Too hard? Too easy? Didn’t work right?" Right now I don't like the quest screen interface. It bugs me that it's a full screen image with a YES or NO type dialog. Is it planned to clean that up a bit and make it look nicer? The UI for quests in general still needs some love, I think.
VeryAngryDwarf
Yay! That's a lot of changes. Let's see what I can see here... *cracks knuckles*
[quote who="Vordrak" reply="9" id="2668047"]Keep the checkbox! I like it if it is optional. I would like to raise a related point. The thing that annoys me about zooming is NOT unit scaling it is the fact that the graphics engine is over aggressive on making things vanish as you zoom out. I own a ludicrously high specification PC and I want control over this functionality like a slider or something. [/quote] THIS. I kep
Can I make a suggestion? The in-game font is a little ... blah. It's very "Times New Roman". Look (for example) at the font used for Civ V, or even the font Brad uses in his screen shot notations - very smooth, nice looking, easy to read. I'd like to see a font like that used in the game, the one used now is a little ugly.
[quote who="seanw3" reply="2" id="2659404"]It is a matter of opportunity. If you spend too much time going for say beekeeping and schools, you can't build a good war machine. The key is moderation. Unless you are lucky enough to get the four man adventurer party. In that case you don't need any warfare tech. [/quote] The key seems to always be to start leveling up Civ right away, and then switch to Warfare. My issue is there is no other way to star
(I put this on Qt3 as well) It seems to me like the balance with Warfare vs Civilization is a little skewed, in that if you start a game and focus immediately on Warfare you can't do much with the newly learned upgrades because you have no resources to put together, having neglected the Civilization Tree. On the other hand, if you START with the Civilization tree you'll have more resources available at the same point in the game, so when you
Every time this has happened to me (in 2, not yet in 2A) I've always had the same point total in the vicotry screen - 4321, I believe. Does that seem like the same issue you're describing?
[quote who="Nick-Danger" reply="32" id="2654008"] Quoting VeryAngryDwarf, reply 31 ...but I still say you're irrational fear of buzzwords...Hyperbole more please kthx... And it was a nice discussion til your below-the-belt comment. Further consideration of your comments is forfeited, thx for playing. [/quote] My apologies for the poor phrasing, I didn't mean any offense.
I suppose, and the proof will be in the pudding, but I still say you're irrational fear of buzzwords like "accessbile to more people" and "casual players" is a little silly. Really, just because they have built-in tutorials (advisors) that can be turned off for the more advanced players that don't require that sort of hand holding? That's a red flag? What about the new generation of strategy gamers, who weren't eased into the more modern concepts like you or I?&
[quote who="ZehDon" reply="26" id="2653855"] Quoting VeryAngryDwarf, reply 24 They aren't doing that - you're jumping to conclusions without watching the linked footage or reading any of the recent interviews, it would seem. Believe me, I hope I'm wrong. [/quote] I'd urge you to follow the OP link, watch the video (if you haven't already) and read the interview there and at IGN (linked above us) - I think you're letting your fear of bu
[quote who="ZehDon" reply="23" id="2653820"]In an early preview I read that the developers were using the console based Civilization: Revolutions as their inspiration for the latest numbered instalment. While the art style was much more defined on the console version, it was an extremely lacking version of the game - the DS version being the closest to matching the PC in terms of gameplay. If they're starting with Civilisation IV and adding Civilization: Revolutions to the mix to
[quote who="Bill_Door" reply="21" id="2653814"] Quoting VeryAngryDwarf, reply 20 Yep, I couldn't agree more - it's aggrivating as heck. However, I don't get that sense at all from the gameplay video or the interview. Streamlined, maybe (but let's face it - Civ 4 could definately be streamlined). Dumbed down? I don't believe that's happening here. It helps it's PC only, too. Something to bear in mind, maybe? Not t
[quote who="Bill_Door" reply="18" id="2653771"] Quoting VeryAngryDwarf, reply 15 I assume you are referring to a non-Civ game because I can't imagine what Civ game you felt was "dumbed down"? Civ 4? Civ 3? Civ 2? I guess by comparrison the original was pretty simple? (edit - I'm referring to the Civ games themselves, not the off shoot CivRev wich WAS intentionally dumbed down, of course) Indeed, Civ g
[quote who="Nesrie" reply="12" id="2653696"] Quoting VeryAngryDwarf, reply 11 I don't get that vibe at all - quite the opposite, since they even stated in the next sentence that you can enable a more advanced UI if you want more information at your finger tips. They already stated Civ Rev was designed to get new players involved into the more advanced strategy of the flagship game (Civ V proper). I think it sounds freaking amazing from
[quote who="Bill_Door" reply="9" id="2653620"] Quoting bonscott, reply 7 To me this means they are 1) Dumbing down the game to the least common demonator 2) Developing the game for consoles first which not only dumbs the game down but usually creates a crappy UI. I hope you're wrong, but my gut tells my you're spot on. [/quote] I don't get that vibe at all - quite the opposite, since they e
I as unable to find out what had happened to any of my units I'd set on auto-explore. Presumably they got eaten by monsters in the wild, but I was never shown that (the camera should probably zoom to those events as they occur off-turn), or got any sort of event or on-screen notice of what happened.
When you mouse over an NPC or creature, you get an info card - if you highlight and select that same creature then when you highlight it you get no info card at all, until you deselect it. The Info Card should be something you can always see by hovering the mouse regardless of if the unit is selected or not.
The text for the Warehouse technology was off center and looked wonky. This has probably been reported before, but just in case...
The button you click to Build Town only displays the text "you cannot build here" when you are on a tile you cannot build on. My very first game when I was trying to find the build town button I couldn't at first, because that text didn't tell me what the button beneath it was. Probably it should ALWAYS be Build Town and then a message could alert the player when they click on it that they cannot build here?
When I am attempting to recruite an NPC I can't see how much Gildar (gold) I have available. The top center of the screen is blacked out when I'm in the dialog with the NPC, could that dialog be shrunk enough that I can still see my resource bar when I'm deciding to purchase? Additionally, maybe some NPC could cost more than just gold but have more than one bonus? NPC's should do more than just be a low end starting unit that provides a single bonus.
[quote who="alway" reply="10" id="2649869"] Quoting VeryAngryDwarf, reply 4 I'd caution you guys to not make city management TOO complex - the focus should be on strategy and not micro-management of cities, in my opinion. You start requireing a lot of forethought on city building and it might bog the game down. This is a turn based game; micro-managing cities should be done as the player is not rushing for time. [/quote] &n
(I posted this on Qt3 but I wanted to put it here as well) *** My biggest gripe and fear so far is that every unit, creature, NPC, etc feels very... vanilla. Nothing but stats. Where is the spider with it's poisonous bite or ability to web? What about giving Bone Ogres extra resiliance against arrows, or regeneration? Why do the sword/leather armor guys I build have to look (almost) the same every game? And just themselves be a collection of health/
Less is more - I think the game should have LESS city management, not more.
I'd caution you guys to not make city management TOO complex - the focus should be on strategy and not micro-management of cities, in my opinion. You start requireing a lot of forethought on city building and it might bog the game down.
Do units (like that Bone Ogre) have special attributes/abilities? I loved that in MoM every unit had some cool abilities, like Non Corporeal or Stone Gaze. Will we get that here?